Not sure if this deserves its own thread (don't think theres so much to discuss), but its something thats not stated in the original and thats one of the problems with it.. Things which they just forgot to mention: If you use a Ability bonus for an Action, will you then still be able to use the Ability at its full level or close to?
Example: Speedy has a speed of 10 and has it as a bonus to Close Combat which is AN 2.. He spends 8 stones into Close Combat (2 CC and 6 Speed).. But he also wants to move around really fast, so he spends 8 stones into Speed..
Would he be able to do this or could he only spend 4 into speed since he already has used 6 in Close Combat?
Normally, the second one. But it depends on what he wants to accomplish with that Speed stones. If it's just moving around the area to hit an opponent - no stones to do that are necessary. But if he wants to hit the guy and then run away - he would have to spend less into Close Combat to reach his maximum Speed 10 (it is 5 stones to move at that, as far as I remember).
Post by takewithfood on Jul 5, 2009 18:19:08 GMT -5
I'm okay with people using an Ability twice, as long as they don't combine. If they combine (ie, Acrobatics with an Agility bonus combined with Close Combat with an Agility bonus) then the max number of stones resulting from Agility shouldn't exceed the ability number.
I've been thinking about Speedsters in the MURPG system, and I started to think: "How do you harm one of these?" I mean, a really smart speedster would never be hit.. Vs range attacks: spend a stones to get over to the shooter and then behind something Vs close attacks: spend a stones to get over to the shooter and then away from the target
Ofcourse, only real speedsters can do this (speed 7 and more) and they would be burning allot of energy.. But the target would have to get to the speedster before she/he can harm her/him, which is abit hard when she/he is far away..
Post by takewithfood on Jul 18, 2009 9:50:36 GMT -5
Yeah, if I had to pick a combat-oriented super power, it would probably be super speed. However, in comics, they do tend to get the beatdown from time to time. I chalk most of this up to "it's a comic" logic on the part of writers.
I thing I Remebered from the very first Game I ran here, was that I was playing a bat-winged teenager in that "Newbie" thread which had a force blast in his eyes..
He ran a simulation in the Danger Room with Blob.. He did this flyby thing a couple times, and despite him being much faster and agile, Blob was able to catch him.. What he was gona do, was another swoop by, but I guess the GM gave Blob a very high initiative bonus because Blob was able to predict my attack.. Not sure how he did it mechanic-wise, but I think this would be a good way of doing it..
Post by takewithfood on Jul 19, 2009 8:11:01 GMT -5
Which reminds me, I have a rule I'm interested to test out, where people can spend extra stones to advance their Initiative order.
So, let's say someone with Agility 4 is fighting someone with Agility 2 in Close Combat. Ordinarily, Agility 2 guy goes last - however, if he spends an extra 3 stones in an Action, that Action happens at Initiative 5, which might make him go first.
For example, he might do:
Action One: 4 stones of Flight: 1 for movement, 3 to increase Initiative to 5. Action Two: 6 stones of Force Blast.
In this scenario, his Flight Action happens first (Initiative 5), essentially enabling him to swiftly zip away from the fight. Next, the opponent's actions would happen (Initiative 4), and if they're Close Combat attacks, they probably whiff. Lastly, the Force Blast (Initiative 2) would happen, probably blasting the opponent.
This might make combat too complicated, though, or it might just devolve into a guessing/gambling game, which wouldn't really be a good thing. Another idea I had is to fold something like this into my upcoming Drama Point system.
I kinda used something similar, except I would let players place stones into their Agility to increase their Initivative.. But using Actions instead sounds good as well.. Someone who has Close Combat 10 should be allowed to anticipate how a battle is going to go... But you are right, it might make things abit more complicated.. Like spending stones into flight and Initiative to get to the target and then close combat to beat him, but his close combat will come last unless he also places initiative stones into it...
Havent seen youre Drama system, but sounds like it could work.. Looking forward to checking it out..
Just looked through the book to get things into place for the game I'm hoping to start, and I noticed Immovability.. To be honest, I really like the version in the House Rule guide which allows for much greater variation of this power and still seem balanced compared to allot of other modifiers.. Why diden't you add that to 2.0?
So, Im about to run a 2.0 game IRL, and I got a player who wanted to make a chemist/biologist where he can make all kinds of drug enhancments.. I'm pretty sure I know how I'll be doing this.. Inventing with a disadvantage where its limited to chemical effects or something..
But I was thinking that I would like to hear what others would do with such a character?
One of my IRL players wants to make a typical tank-type character with high Strength and Unstoppable.. But I noticed something:
He has Strength 8, so he could smash through anything with a Hardness of 8 or less.. He then buys Unstoppable 5, which allows him to burst through things with Hardness 5 or lower... So why use Unstoppable when he can burst through tougher things using his Strength? I know its turned into a movement Action, but still.. Its like buying Strength two times...